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Powers GURPS 4th Edition by Sean Punch, Phil Masters, Andrew Hackard ISBN 1556347421 9781556347429

  • SKU: BELL-2169712
Powers GURPS 4th Edition by Sean Punch, Phil Masters, Andrew Hackard ISBN 1556347421 9781556347429
$ 31.00 $ 45.00 (-31%)

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Powers GURPS 4th Edition by Sean Punch, Phil Masters, Andrew Hackard ISBN 1556347421 9781556347429 instant download after payment.

Publisher: Steve Jackson Games
File Extension: PDF
File size: 5.94 MB
Pages: 242
Author: Sean Punch, Phil Masters
ISBN: 9781556347429, 1556347421
Language: English
Year: 2005
Edition: 4

Product desciption

Powers GURPS 4th Edition by Sean Punch, Phil Masters, Andrew Hackard ISBN 1556347421 9781556347429 by Sean Punch, Phil Masters 9781556347429, 1556347421 instant download after payment.

Powers GURPS 4th Edition by Sean Punch, Phil Masters, Andrew Hackard - Ebook PDF Instant Download/Delivery: 1556347421, 9781556347429
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Product details:

ISBN 10: 1556347421 
ISBN 13: 9781556347429
Author: Sean Punch, Phil Masters, Andrew Hackard

GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!
Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly - two crucial concepts for comic-book superheroics.
GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover.
If you've got a high-powered campaign - or high-powered players - you want GURPS Powers!

Powers GURPS 4th Table of contents:

1. Building Powers
What Is a Power?
Anatomy of a Power
Choosing Abilities
Attacks
Defenses
Movement Abilities
Mental Abilities
Physical Transformations
Evaluating Power Modifiers
Countermeasures
Required Disadvantages
Channeled Energies
Other Factors
Finalizing the Modifier
Sample Modifiers
Pricing Talents
Relationships Between Powers
Powers With Similar Sources
Power vs. Power
Powers, Great and Small
Adding and Improving Powers
Starting Out With Powers
Adding and Improving Powers in Play
2. Building Abilities
Advantages
Existing Advantages
New Advantages
Modifiers
Selecting Modifiers
New Enhancements
New Limitations
Special Effects
"Functional" Special Effects
Cosmetic Effects
Minor Benefits and Drawbacks
Finishing Up
Naming Your Ability
Special Cases
Multiple-Choice Problems
Emulating Fictional Abilities
Absolutes
3. Examples
Sample Powers
Air
Animal Control
Anti-Magic
Antipsi
Anti-Super
Astral Projection
Bioenergy
Body Alteration
Body Control
Chaos
Cold/Ice
Cosmic
Darkness
Death
Dimension Travel
Divine
Earth
Electricity
Electrokinesis
ESP
Evil
Force Constructs
Good
Gravity
Healing
Heat/Fire
Illusion
Kinetic Energy
Life
Light
Machine Telepathy
Magic
Magnetism
Matter Control
Order
Plant Control
Probability Alteration
Psychokinesis
Radiation
Sound/Vibration
Spirit Control
Telepathy
Teleportation
Time Mastery
Vampirism
Water
Weather Control
Sample Abilities
Attacks
Defenses
Movement Abilities
Mental Abilities
Physical Transformations
4. Powers in Action
Turning Abilities Off and On
"Switchability"
Voluntary Activation and Deactivation
Involuntary Deactivation
Losing Control
Success Rolls for Abilities
The Role of Talent
Multiple Feats
Repeated Attempts
Extra Effort
Using Abilities with Skills
Skills Enhancing Abilities
Abilities Enhancing Skills
Detecting Abilities
Obvious Effects
Subtle Effects
Superhuman Abilities in Combat
Attacking
Defending with Powers
Resisting with Abilities
Stunts
Combining Powers
Temporary Enhancements
Using Abilities at Default
Source-Specific Rules
Biological Powers
Chi Powers
Cosmic Powers
Divine Powers
Elemental Powers
Magical Powers
Moral Powers
Nature Powers
Psionic Powers
Spirit Powers
Super-Powers
5. Power Games
Origins
Biological Powers
Chi Powers
Cosmic Powers
Divine Powers
High-Tech Powers
Magic Powers
Psionic Powers
Spirit Powers
Super Powers
Characters
Power Level
Possible Origins
What's Allowed
Unusual Backgrounds
Balancing Powers
Powers vs. Other Abilities
Gaming With Powers vs. Power-Gaming
Constraints
Adventures
Powers as Plots
Meaningful Challenges
Plot-Stoppers
Running Adventures
Meaningful Rewards
Campaigns
Background
Style
Prevalence of Powers
Secrecy
6. Empowered Genres
Mythic Fantasy
By the Book: Mythic Fantasy
Subgenres
Mythic Fantasy Genre Conventions
Mythic Origins
Mythic Fantasy Antagonists
Mythic Magic
Mythic Fantasy Adventures
Modern Adventures
By the Book: Modern Adventure
Subgenres
Modern Adventure Genre Conventions
Origins for Modern Action Heroes
Modern Antagonists
Modern Adventures
Secret Powers
By the Book: Secret Powers
Subgenres
Secret Powers Genre Conventions
Secret Power Origins
Secret Power Antagonists
Secret Power Adventures
Psionics
By the Book: Psionics
Subgenres
Psionics Genre Conventions
Psionic Origins
Psionic Antagonists
Psionic Adventures
Futuristic SF
By the Book: Futurisitic SF
Subgenres
SF Genre Conventions
Origins for SF Heroes
SF Antagonists
SF Adventures
Supers
By the Book: Supers
Subgenres
Supers Genre Conventions
Super Origins
Types of Supers
Super Antagonists
Super Teams
Super Adventures

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Tags: Sean Punch, Phil Masters, Andrew Hackard, GURPS, Powers

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